Jebli (2):
AC 6; HD 1; hp 5, 4; #AT 1;
D 1-6 by <horseman's>
military pick
The door to this room is locked and no
<Open Locks, PH>
sound is heard from beyond. |
As the characters enter this room, they
hear the sound of a small
bell. A single
human in
padded
armor is lying on the bed.
When the party enters, he grabs a cocked
<light>
crossbow by the bed and aims it at the party.
He demands to know their business.
This is Carlstar Wiorfether, an engineer/
sapper/miner
hired to keep the fort in good
condition and build the defenses needed.
He
is very afraid of the werewolves
in the fort,
and his nerves are on edge. If made a good
offer of money
or some other deal (DMs
decision), he is 40% likely to lead the
party
to an exit from the fort. If the party
gets
aggressive, he will fire the <light>
crossbow &&
scream for help, He will then fight with
his
<footman's>
military pick.
The room contains a desk, <padded> chair,
<high> stool,
bookshelf, and a footlocker (shoved under
his bed). The desk is littered with papers,
pens, && books. In the desk are
instruments
for drafting, a level, and an engineer's
<level = x> <engineer's plumb = x>
plumb. On the shelves are reference books
&& plans for a siege
tower and the counterweight
system for a sliding secret
door.
Beside the bed on the stool he has a silver
dagger
worth 25 gp and 20 silver-headed
crossbow bolts
worth 1 gp apiece. The
footlocker holds clothing and a
small coffer.
<sandals, belt, large
belt pouch>
In the coffer, the engineer has 220
gp and a
potion of curing lycanthropy. This
potion <XP: 250, GP: 200, Polyhedron #82>
contains belladonna
and has a 5% chance of
poisoning anyone who drinks it. It has
a
45% chance of curing lycanthropy
if drunk
within an hour of contracting the disease.
Carlstar Wiorfether (Swordsman):
AC 8:
hp 15; #AT 1/1 (crossbow) or 2/3 (footman's
military pick);
D d4 by <light>
crossbow, d6+1+2 with <footman's>
military pick
<footman's
military pick specialist>
THACO 17
XP 162
25b. Alchemist's
Quarters
When you enter this room, you see a
human seated on a wooden stool bending over a large wooden table. The stranger appears to be pouring fluid from one flask into another. The stranger turns around to look at you. |
The human
is the alchemist Fyndax who
has been hired to assist Markessa.
He is
armed with a dagger,
but he will not FIGHT
unless there is no other choice.
Along the north wall is a bed draped with
a satin comforter and ornamented with silk
cushions. Along the east wall are several
bookshelves, virtually obscuring the wall.
Some of these volumes are well worn, while
others have a layer of dust and a few cobwebs
covering them. On the south wall are
shelves containing a wide and varied assortment
of flasks, tubes, decanters, jars, cans,
and small boxes. While
some of these containers
are empty, others are filled with
strange herbs or fine powders.
<white bryony
(mandragora), borage, fluellin, gentian (bitter root, felwort), birthwort>
<alchemical cocaine, alchemical heroin>
If the party enters through the secret
door,
the 1st thing they notice is a
small but
exquisite coffer that
appears to be covered
entirely with emeralds.
This coffer rests on
the floor about 2 feet from the secret
door.
The coffer is worthless, but has been <Find
&& Remove Traps, PH>
trapped. Anyone who touches it will
become stuck to it and will be unable to
free
himself from it or to MOVE the coffer elsewhere.
If a dispel
magick spell is CAST on the
party member stuck to the coffer |or| if
this
member is wearing a ring
of free action he |or|
she can pull free.
Fyndax: AC 10; HD 0; hp 3; #AT 1; D 1-4
by dagger
THACO 20n1
XP 8
This room contains 4 beds plus a trestle
table
and several stools. There are 2 bugbears in this room. One is lounging on his bed while the other is sitting on the foot of the bed sharpening a bastard sword. The bugbears look up as the door opens. |
These 2 bugbears
are squad leaders for
2 squads of jebli
guards. The bugbears
attack intruders on sight while yelling
to
raise the alarm. Both have bastard
swords
and the 2 are carrying a total of 32
gp, 19
sp, and 71
cp. This room is also the quarters
of the bugbears in the torture room, area
12.
Bugbears
(2): AC 5; MV 9"; HD 3+1; hp 15
each; #AT 1; D 2-8 by bastard
sword
THACO 16
XP 195 each
25d. Scribe's
Quarters
This bedroom houses 1 human,
seated
at a small table and writing on a piece of parchment. |
This is Kyvin Trist, a LE..scribe
hired to keep the accounts of the slavers'
operation. When the party enters he will
tell
them that if they've come to pick up their
bonuses, they must go across the hall to
25c
(hoping that they will be cut to bits by
the
bugbears).
He will then give the party members
receipts for their bonuses. If deception
doesn't work, he will topple the table
on the
party, stunning those in front of it for
1
round, cry out for help, and FIGHT, using
a
baselard.
This room has only a simple bed and a
scroll rack. Papers and ink are on top
of the
table. These scrolls list the financial
records
of this operation, giving names of sources
of
slaves
and showing how widespread the
slave ring is. There is also a detailing
by name
of the various posts on the slave route
to the
slave lords,
but there is no map. Stuffed in
one of the scrolls in the rack is a key
chain
with a silver pipe
whistle worth 100 gp.
Kyvin Trist: AC 10; Lvl 0; hp 2; #AT 1;
D 1-6 by
THACO 20n1
XP 7
25e. Werewolf
Quarters
This room appears to be quarters for
3. There are beds, <high> stools, and a short table. The room does not appear to be well kept and there are rolls of dust and hair on the floor. |
This room is the quarters for 3 werewolves
when in human
form. These werewolves
use the fort as their base from which
they can terrorize the countryside. They
have been hired to train the worgs
to guard
the dungeon.
The werewolves have an
agreement with Markessa
to leave the
humanoids alone.
A close examination of the floor will
reveal that the hair is wolf
hair. If the werewolves
have been encountered in the corridors
and killed, the room will remain
empty. If they have not been encountered,
they enter the room through the secret
door
in the northern wall 2 rounds after the
party enters the room. The secret door
opens by pushing on one side. They will
be
in human
form, and, being surprised, swiftly
'surrender' and offer any info they
can invent on the spot. They attempt to
lead
the party down the secret passage to Blackthorn's
room,
saying that this is the treasure
room. At the 1st opportunity they shift
form to wolves and attack the party, with
surprise if possible. They have no weapons
or armor, and they entrust their treasure
to
Blackthorn in room 25f.
The werewolves
are in cahoots with
Blackthorn
and act as his agents to weed out
troublemakers in the fort. When Blackthorn
makes his move against Markessa
they will
strike to eliminate Icar.
Werewolves
(3): AC 5; MV 15"; HD 4+3;
hp 21 each; #AT 1; D 2-8; can only be hit
by silver or magical weapons
THACO 15
XP 310 each
25f. Blackthorn's
Quarters
This room appears to be both an office
and the quarters of an officer. Seated at a desk in the southeast corner of the room is a very tall, gaunt, skeleton of a man with ashen skin, sunken eyes, and balding head. He is rubbing his long bony hands together nervously and counting stacks of coins on his desk. He looks up surprisedly. |
This is Blackthorn,
Markessa's
captain of
the GUARD and treasurer. He is 7 feet tall
and
has hunched shoulders. He seems barely
to
fit into his wrinkled clothes and armor.
Upon sighting the party he will invite
them
in, in a hollow voice, and ask them their
business.
This rather cordial, ghastly looking man
is actually an ogre
mage..polymorphed
into
a human
form. Blackthorn is LE
and
was sent by the slave
lords to keep an eye on
Markessa
and this operation. Personally he
is appalled by her experiments and doubts
her abilities to run such a
large operation,
but the business has remained profitable
and Blackthorn
cannot see any excuse for
removing Markessa. However, he does not
like her && plots to eliminate
her when the
slightest provocation presents itself.
The
werewolves
in room 25e have joined forces
with Blackthorn
&& they have made anyone
who contests his decisions quietly disappear.
Only Markessa
knows that Blackthorn is
an ogre mage
and agrees that it is best this
remain a secret to preserve her authority.
If Blackthorn
thinks he can persuade the
party to do his dirty work and eliminate
Markessa,
he will tell the party that he is
unhappy with her leadership and would be
willing to change sides, if the price were
right. If they agree, he will lead them
to her
quarters and disappear once they confront
Markessa, leaving them to kill her while
he
collects help to capture the party once
they
have done the deed. If the party becomes
threatening, he will laugh at them, TURN
invisible,
and attack the next round. If the
werewolves
brought the party to this room
they will then change form and attack also.
This room has a desk && <padded>
chair, a wardrobe,
2 <high> stools, a bed, a bookshelf,
&& a
sandbox with hot
coals in it. In the northwestern
corner of the room is a potted plant
hanging from a chain. Raising the potted
plant will open the secret
door in the north
wall. The plant is yellow
&& green && has
flowers that look like tufts of different
color
hair. This plant is a present from Markessa,
a result of another experiment. If the
broad
leaves are raised 3 ears && a mouth
will
be discovered on its stalk. Markessa does
not trust Blackthorn’s
motives and sent him
this plant to Listen in on his conversations.
At a command word from her it will relate
to her anything of interest it might have
overheard. Markessa checks once a day.
There are 300 gp
on the desk along with
various ledgers recording the number of
coins in the treasury There is also a giant
glaive
belonging to Blackthorn.
Blackthorn
(ogre mage): AC 4; MV 9"/15";
HD 5+4; hp 32; #AT 1; D 1-12 by
glaive
THACO 13
XP 1092
Blackthorn
has the following abilities he
can USE at will: fly
at 15" for up to 12 turns;
turn invisible;
cause darkness 1"; polymorph
self
to humanoid forms; and regenerate
1 HP per round.
Once per day he
can also charm
person, assume gaseous
form,
and cast a cone of cold 6” long and
2”
wide at its end, for 8d8 points of damage.
25g. Treasure
Room
-
The corridor ends in a blank wall. In the
center of the wall is a 1 foot x 1 foot square hole. This shaft runs back into the wall and seems to end in a chamber. On the bottom of this shaft are 2 metal bars running parallel to each other, 6 inches apart, back into the shaft. A thin braided rope of metal dangles from its mouth, and runs back into the shaft. |
6 large chests, 2 metal
coffers, && a
small, locked mahogany box
are stacked in <Open Locks, PH>
the room. A small cot
lies folded in one corner
and near the cot is a barrel of iron
rations and
a skin of <good> wine. To deposit or
withdraw treasure,
Blackthorn
assumes
gaseous
form and passes down the shaft.
Once inside the room, he changes back to
normal form and loads the treasure needed
into the metal carts. Markessa
can then pull
the carts out by pulling on the rope or
Blackthorn
could pull back in the carts with treasure
being deposited, using the other rope.
Blackthorn will then wait a day, and assume
gaseous form again and exit through the
shaft.
The treasure
in this room consists of the
following:
Chest #1: 6,000 cp: unlocked, no trap.
Chest #2: 8,000 gp;
locked; If the latch is <Open Locks, PH>
not held closed until the lid is
raised, 3
darts fire
from the front of the chest causing
1-3 points of damage,
plus save vs. Poison or die.
Chest #3: 7,000 ep; locked, no trap. <Open Locks, PH>
Chest #4: 9,000 sp; unlocked, no trap.
Chest #5: 3,000 pp;
unlocked; If the
weight is taken off the bottom of the box
without setting a safety catch in front,
poison
gas will fill the alcove and remain for
12
turns.
Chest #6: Oil
of etherealness,
clerical scroll of atonement <bone
scroll case>, 5,000 gp,
8 sapphires
worth 250 gp each, one
ruby
worth 500 gp. The stones are uncut, and
their value can be quadrupled by a skillful
gemcutter/jeweler.
The wealth in this chest belongs to
Icar, the fort
commander. The chest is
locked and trapped with a poisoned needle
(save vs. Poison
at -3 or die). The lock itself
is complex, reducing a thief‘s chance to
open <Open Locks, PH>
it by 15%.
Coffer #1: 1 ruby
worth 2,000 gp,
10 tourmalines
worth 100 gp each,
<100, 100, 100, 100, 200, 100, 100,
100, 100, 100>
6 aquamarines
worth 400 gp each,
an illusionist’s
scroll of continual
darkness, paralyzation,
shadow
door, and veil. Locked with 3 <Open
Locks, PH>
locks which must be opened in the proper
sequence (2-1-3) or the coffer will not
open.
Coffer #2: Potion
of longevity, potion of
white
dragon control, philter of
love, ring
of
water walking. Wizard locked by
Markessa
and only she, magickal means, or a
9th level
or higher wizard can open it.
Wooden case: This mahogany wooden
case is locked. Inside is a crystal display
jar. <Open Locks, PH>
The jar is sealed to a pewter stand and
inside
it floats a coinlike amulet suspended in
an
amber fluid.
The amber fluid is a small
ochre
jelly which has been altered. It cannot
live long in open air
and will die in 6
rounds unless it comes in contact with
a living
being. Then it will cling to the flesh
doing 1-4 points of damage
per round until
it is destroyed by fire.
The victim will take
full <fire>
damage from any fire used as well. The
amulet has a power
word--pain on it.
<this is a new power word>
<level = 7?>
All creatures within 20 feet of the user
must save vs.
Rods when the word is
intoned, or else suffer wracking pains
for 2-
8 rounds, causing them to fight at -4 to
hit,
and making their AC 1 class worse. The
power word can only be used once per day
and the amulet must be held in the hand
for
the power word to work.
<amulet of pain, XP: 1000?, GP: 7000?>
>>26.